/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. */ #ifndef GAME_PLAYER_STATE_MISC_H #define GAME_PLAYER_STATE_MISC_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/PlayerState.h" using namespace hpl; ////////////////////////////////////////////////////////////////////////// // NORMAL STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_Normal : public iPlayerState { public: cPlayerState_Normal(cInit *apInit, cPlayer *apPlayer); void OnUpdate(float afTimeStep); void OnStartInteract(); void OnStartExamine(); void OnStartRun(); void OnStopRun(); void OnStartCrouch(); void OnStopCrouch(); void OnStartInteractMode(); void EnterState(iPlayerState *apPrevState); void LeaveState(iPlayerState *apNextState); }; ////////////////////////////////////////////////////////////////////////// // INTERACT MODE STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_InteractMode : public iPlayerState { public: cPlayerState_InteractMode(cInit *apInit, cPlayer *apPlayer); void OnUpdate(float afTimeStep); void OnStartInteract(); void OnStartExamine(); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); void OnStartInteractMode(); void EnterState(iPlayerState *apPrevState); void LeaveState(iPlayerState *apNextState); void OnStartCrouch(); void OnStopCrouch(); private: ePlayerMoveState mPrevMoveState; cVector2f mvLookSpeed; float mfRange; }; ////////////////////////////////////////////////////////////////////////// // USE ITEM STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_UseItem : public iPlayerState { private: ePlayerMoveState mPrevMoveState; ePlayerState mPrevState; public: cPlayerState_UseItem(cInit *apInit, cPlayer *apPlayer); void OnUpdate(float afTimeStep); void OnStartInteract(); void OnStartExamine(); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); void EnterState(iPlayerState *apPrevState); void LeaveState(iPlayerState *apNextState); void OnStartCrouch(); void OnStopCrouch(); bool OnStartInventory(); }; ////////////////////////////////////////////////////////////////////////// // MESSAGE STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_Message : public iPlayerState { private: ePlayerMoveState mPrevMoveState; // ePlayerState mPrevState; public: cPlayerState_Message(cInit *apInit, cPlayer *apPlayer); void OnUpdate(float afTimeStep); bool OnJump(); void OnStartInteract(); void OnStopInteract(); void OnStartExamine(); bool OnMoveForwards(float afMul, float afTimeStep); bool OnMoveSideways(float afMul, float afTimeStep); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); void EnterState(iPlayerState *apPrevState); void LeaveState(iPlayerState *apNextState); bool OnStartInventory(); bool OnStartInventoryShortCut(int alNum); }; ////////////////////////////////////////////////////////////////////////// // CLIMB ////////////////////////////////////////////////////////////////////////// class cGameLadder; class cPlayerState_Climb : public iPlayerState { private: int mlState; float mfTimeCount; cVector3f mvCharPosition; cVector3f mvGoalPos; cVector3f mvGoalRot; cVector3f mvPosAdd; cVector3f mvRotAdd; float mfUpSpeed; float mfDownSpeed; float mfStepLength; float mfStepCount; bool mbPlayedSound; cVector2f mvPrevPitchLimits; float mfLeaveAtTopCount; void PlaySound(const tString &asSound); public: cPlayerState_Climb(cInit *apInit, cPlayer *apPlayer); void OnUpdate(float afTimeStep); void EnterState(iPlayerState *apPrevState); void LeaveState(iPlayerState *apNextState); void OnStartInteract(); void OnStartExamine(); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); bool OnMoveForwards(float afMul, float afTimeStep); bool OnMoveSideways(float afMul, float afTimeStep); void OnStartCrouch(); void OnStopCrouch(); bool OnJump(); bool OnStartInventory(); cGameLadder *mpLadder; cVector3f mvStartPosition; }; #endif // GAME_PLAYER_STATE_MISC_H